We're currently running a crowdfunding campaign to finish the game and publish it on PC, Xbox, PS4 and Switch. If you want to make this happen, you can help us with a pledge, and/or spread the word sharing it on social media!
Campaign: Fig.co/Etherborn
Big thanks to all the people supporting us! It makes us really, really happy "In Etherborn, you play as a mute character that has just been born into a world where a bodiless voice awaits your arrival". Gameplay
Etherborn is an exploration platformer game set in a strange and exotic world where the laws of physics behave in a completely different way than in ours. The main character experiences gravity in a direction perpendicular to the surface she’s standing on.
The game offers a series of navigation-based puzzles; you’ll have to explore your surroundings in order to figure out each one’s underlying logic, find the correct route to advance and unlock it. At the moment, all game mechanics are pretty much based on experimentation (trial and error) but we’re also working on alternative ones based on logic, which we’ll show as soon as possible. Every one of them, however, will still be related to exploration.
We take inspiration from games such as Ico, Journey, Monument Valley, Gravity rush and even Mario Galaxy to help us design the gameplay and find the kind of feelings we want to convey.
Backtracking is a significant aspect of the game: occasionally, you won’t be able to progress until you somehow modify the level structure, which will open new, unexpected ways to walk through it.
Art
Different styles and media have inspired the development of Etherborn. In this game we can find art inspired by works such as the ones by Anish Kapoor, Chiharu Shiota, MC. Escher, David O’Reilly and many others, and obviously by other games like Ico, Shadow of the Colossus, Monument Valley or Tearaway, too.
Technical: Unity 3D, assets.Click to enlarge. Platforms: Currently under development for PC and XBox One.
We’re making the game using Unity 5, since it’s a great time saver and offers artists a lot of autonomy when building levels. We’ve also acquired several assets from the store that make the development process more efficient and improve the results. Right now we are using these ones:
-SSAO Pro.
-MK Glow System (free).
-SLATE (for cutscenes).
-Camera Path.
-Flow (for the green poison pools).
-Rewired, for input management.
-Subsurface Scattering, to make stone with a marble-like density.
-Vectrosity for drawing lines, creating wireframes, etc (we're still testing this one).
About Us
We are Altered Matter, a small team based in Barcelona; our goal is to use entertainment as a vehicle for artistic expression.
Formerly known as Ether Team (an extremely original name, I know), we first met in 2014 while studying a Master Degree in Videogame Design at the UPC Tech Talent School. There, we created the first playable versions of Etherborn, which was then called 2184 (our team didn’t have a name at that moment). The game was quite different back then, but it already used our current gravity mechanics.
After finishing the Master Degree, we applied for the GameBCN business incubation program, and we were selected! Thanks to this, we're now able to work fulltime
Right now the team consists only of four members:
Carles Triviño Massó: Programmer and Game Designer.
TIG Username: jaketa;
Twitter: twitter.com/jaketa.
Samuel Cohen (me)
: Artist and Game Designer.
TIG Username: Sentionaut;
Twitter: twitter.com/SamuelVCKAlexandra Escudero Pérez: Producer.
Gabriel Garrido García: Music and sound.
Twitter: twitter.com/gabrimusic87Old stuff